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US007794315B2 (12) United States Patent (10) Patent N0.: (45) Date of Patent: Sakaguchi et al. (54) ROLE PLAY SYSTEM (US); Takehiro Kaminagayoshi, Tokyo (JP) (73) Assignee: Microsoft Corporation, Redmond, WA (Us) Notice: Sep. 14, 2010 “Madden 2005” Game user manual, release date in US. established (75) Inventors: Hironobu Sakaguchi, Honolulu, HI (*) US 7,794,315 B2 as of Sep. 7, 2004. http://d0Wnl0ads.plantermirrorcom/pub/ repl ac ementdoc s/Maddeni200 Sf-fManualf-fPlaystationZ. “X-Men Legends” Game user manual, release date in US. estab lished as of Sep. 21, 2004. http://d0Wnl0ads.planetmirrorcom/pub/ replacementdocs/XiMeniLegendsi-iManuali-iXbox.pdf.* X-Men Legends “A breath of fresh air in t0 the X-men Universe” http://WWW.gamefaqs.com/c0ns01e/Xb0X/revieW/R80 l78,html.* Subject to any disclaimer, the term of this patent is extended or adjusted under 35 U.S.C. 154(b) by 1071 days. “X-Men Legends” Game user manual, release date established as of Sep. 21, 2004. http://d0Wnl0ads.planetmirrorcom/pub/ replacementdocs/XiMeniLegendsi-iManuali-iXbox.pdf.* “Dynasty Warriors” Game user manual, release date established as of Feb. 24, 2005. http://d0Wnl0ads.planetmirrorcom/pub/ (21) Appl. No.: 11/221,793 repl ac ementdoc s/DynastyfWarriorsiSi-iManuali-iPSZ .pdf. * (22) Filed: * cited by examiner Sep. 9, 2005 Primary Examinerilohn M Hotaling (65) Prior Publication Data US 2007/0060343 A1 (51) Assistant ExamineriEric M Thomas (74) Attorney, Agent, or FirmiLee & Hayes, PLLC Mar. 15, 2007 (57) Int. Cl. A63F 13/00 (2006.01) (52) US. Cl. ............................................. .. 463/9; 463/1 (58) Field of Classi?cation Search ................... .. 463/1, 463/9, 29 See application ?le for complete search history. (56) U.S. PATENT DOCUMENTS 6,758,756 B1 * 10/2000 7/2004 Miyamoto et al. .......... .. 463/32 Horigami et al. ...... 2005/0187023 A1 * 8/2005 Miyamoto et al. . 2006/0205456 A1 * 9/2006 A video game system and method is described in Which a player-controlled icon in a map scene represents a group or party of characters, and in response to the icon entering a location on the map scene, automatically dispersing the icon into multiple icons representing the various characters. Upon dispersing, the various characters may automatically move to different areas of the location based on individual character preferences. The player may choose to control one of the References Cited 6,139,434 A * ABSTRACT . . . .. 463/43 463/43 BentZ et al. .................. .. 463/1 characters in the location and interact With one or more char acters/ objects in the location. The interaction may be recorded as it occurs, and the player may sWitch control to a different character and play the same interaction from a sec ond character’s point of vieW. Under the second character’s point of vieW, the original interaction and/ or its outcome may OTHER PUBLICATIONS “Super Mario 64” Game user manaul, release date in US. establised be changed. as of Sep. 29, 1996. http://downloads.planetmirr0r.com/pub/ replacementdoc s/SuperiMari0i64i-iManuali-iN64 .pdf. * 701 b 701a 17 Claims, 10 Drawing Sheets US. Patent 10 Sep. 14, 2010 Sheet 1 0f 10 US 7,794,315 B2 US. Patent Sep. 14, 2010 Sheet 2 0f 10 US 7,794,315 B2 {-100 r 214_ |_ _ GAME CONSOLE E - | L _ _ _ _ - _ - - _ CENTRAL PROCESSING UNIT M ~ LEvEL 1 CACHE E LEVEL 2 CACHE Q - N - ~ - FLASH ROM MEMORY MEMORY CONTROLLER E ZQZ ENCODER UNIT 2Q 22 - — R I | AUDIO CODEc 306E326 L - ‘ t AN PORT l | 228 — I E | N” — I #“é I ‘ | I — PROCESSING P AUD'O I - VIDEO | I — { 3D GRAPHICS ‘ l I I - HAM MEMORY @ I use HOST NW CONTROLLER E UP 22 I | ~ | _ _ _ _ _ _ _ _ _ _ _ _ | _ _ _ _ _ _ _ _ _ _ _ _ 4 216 < ATA CABLE ’ 8 > SYsTEM POWER Q SUPPLY MODULE a , PORTABLE MEDIA HARD DISK DRIVE DR|vE E E E l ,-—26O UI APP FAN Q r244 DUAL CONTROLLER PORT SUBASSEMBLY FRONT PANEL V0 SUBASSEMBLY 242 DUAL CONTROLLER PORT SUBASSEMBLY 240 1 — 240 2 & “ J \ w CONTROLLER 104m 1‘ 104(2) 140(3¥\ f i MEM. UNIT 140(1) _l CONTROLLER w 112 ? LL MEM. UNIT ¥140(2) \ CONTROLLER 104(3) ‘F 11 w 104(4) 14 (7h 1‘ \ 1 1405*’[4 MEM. UNIT ¥140(4) ¥140(6) Fig. 2 \ CONTROLLER \ Ll MEM. UNIT M 40(8) w US. Patent Sep. 14, 2010 Sheet 3 0f 10 US 7,794,315 B2 {-300 KEY DISTRIBUTION CENTER 306 304(1)-\ IE a [:1 |][|[l[|[l|l[l /nununnu\ ONLINESERVICE 302 . 304(sI\ IE! % :I / 208—\ HARD DISK DR'VE \\ / \ REMOTE PORTABLE 109/ \. ONLINESERQCE f140 MED|UM IIIIIII MEMORY UNIT(s) STORAGE US. Patent Sep. 14, 2010 Sheet 4 0f 10 US 7,794,315 B2 I I DATA CENTER { (SECURE ZONE) 412 MONITORING SERvER(s) I l I I PRESENCE AND I I l I I STATISTICS FRONT DOOR MATCH FRONT DOOR NOTIFICATION FRONT DOOR l l I I 416\ I [418 , 422 v 42 I PRESENCE NOTIFICATION MATCH STATISTICS I SERvER(S) SERvER(s) SERvER(S) SERvER(S) I I I I I I I l I PROFILE STORE US. Patent Sep. 14, 2010 602 Sheet 6 0f 10 US 7,794,315 B2 FIG.6 US. Patent Sep. 14, 2010 Sheet 7 0f 10 US 7,794,315 B2 701c 701d 702 01a FIG.7 US. Patent E O m b < I O vo/ w Sep. 14, 2010 Sheet 8 0f 10 EmIPO US 7,794,315 B2 .UEm ho// w mwo/ mw US. Patent Sep. 14, 2010 Sheet 9 0f 10 US 7,794,315 B2 902 903 FIG. 9a 902 FIG. 9b 901 FIG. 9c FIG. 9d US. Patent Sep. 14, 2010 I START Sheet 10 0f 10 US 7,794,315 B2 I II PARTY NAVIGATES TO TOWN / 1001 / 1002 I PLAYER SELECTION OF CHARACTER I DISPERSE PA RTY IN TOWN VI I ENGAGE IN TOWN FROM SELECTED CHARACTER'S POINT OF VIEW I RECORD EVE NTS IN TOWN / 1004 / 1005 1006 CHARACTER Y— I! PLAYER SELECTION OF NEXT CHARACTER I LOAD RECORDED EVENTS I REPLAY RECORDED EVENTS FROM NEXT CHARACTER’S VIEW 1010 FINISHED? FIG. 10 US 7,794,315 B2 1 2 The player may also be given an option to sWitch control ROLE PLAY SYSTEM from the selected character to a different character from the party. By sWitching control, the player may take advantage of BACKGROUND the characteristics of the different character to interact With Computerized role-playing games (RPGs) have secured the game’s creatures/ characters/ obj ects and handle different their place in the video game industry as one of the most situations. In some aspects, the player may use the different character to continue an interaction that Was initiated by the popular video game types. The attraction typically comes from a mixture of the overall story (or stories) being told in the game, and the underlying game mechanics (e.g., hoW the ?rst selected character. The game may be programmed to record the movements and actions of the player’ s selected character during an inter characters are improved as the game progresses, hoW battles are conducted, etc.). action, and may give the player the option of sWitching to a In some RPGs, the player may be given control over the main character in the story, and additional side characters may join the main character as the story progresses. The side characters may be important to the story as it unfolds, and different character and replaying the same interaction from the different character’ s point of vieW. In this manner, a player may appear to have traveled backWards in time Within the game, and may use the different character to alter the ?rst selected character’s interaction. developers of RPGs typically give considerable thought and attention to the characters (both main and side characters), These and other aspects may help provide players With a giving them unique appearances and back stories explaining their history. more enjoyable experience, and are described in greater detail herein. Typical RPGs, hoWever, continue to focus on the main 20 BRIEF DESCRIPTION OF THE DRAWINGS character. Some RPGs use a map scene to depict a World in Which the game takes place, and the main character is dis played in the map scene. The player may move their main character through the environment shoWn in the map scene, and may interact With the various creatures, characters and/or FIG. 1 illustrates a gaming system that may implement one or more of the features described herein. 25 objects in the scene. If the main character is accompanied by one or more side characters, forming a party, the side charac ters do not play signi?cant roles in the map scene, and are not given much attention. When the main character (or party) moves through the map scene and enters a location in the 30 scene, such as a toWn, the player remains in control of the features described herein. FIG. 5 illustrates a block diagram of a general computing main character, again largely ignoring the side characters in the party. SUMMARY system in Which one or more features described herein may be 35 player’s party disperses through a location entered from the 40 map scene. FIG. 8 illustrates example data structures and contents that ject matter, nor is it intended to be used as an aid in determin may be stored to facilitate one or more features described ing the scope of the claimed subject matter. As described herein, an RPG may display a primary char acter on a map scene, together With an environment in Which the game takes place, and one or more creatures, characters 45 herein. FIGS. 9a-d illustrate example screens in Which a player sWitches character control. FIG. 10 illustrates an example method employing one or more features described herein. and/ or objects With Which the player’ s character may interact. The primary character displayed in the map scene may stand as a representative of an entire party of characters. In some aspects, each character in the party is programmed to have individual characteristics, such as interests, aversions, implemented. FIG. 6 illustrates an example map scene shoWing a primary character. FIG. 7 illustrates an example location scene in Which the This Summary is provided to introduce a selection of con cepts in a simpli?ed form that are further described beloW in the Detailed Description. This Summary is not intended to identify key features or essential features of the claimed sub FIG. 2 illustrates a block diagram of the gaming system shoWn in FIG. 1. FIG. 3 illustrates a block diagram of a netWork gaming system that may implement one or more of the features described herein. FIG. 4 illustrates another block diagram of an online gam ing environment that may implement one or more of the DETAILED DESCRIPTION 50 In the folloWing description of the various aspects, refer appearance, equipment, etc. that may have an effect on other ence is made to the accompanying draWings, Which form a creatures/ characters/ objects in the game. The player may control the movements of the primary character displayed in the map scene, and upon entering a part hereof, and in Which is shoWn by Way of illustration various features described herein may be practiced. It is to be 55 location on the map scene (e.g., entering a toWn), the various characters in the party may automatically disperse through the location in accordance With their individual characteris tics. The player may also be given an option to select one of the characters in the party for control While in the location. After a character is selected, the player may then navigate the location and interact With the other creatures/characters/ob 60 as computer games) may be played. The gaming system envi ronment 100 is only one example of a suitable computing environment and is not intended to suggest any limitation as to the scope of use or functionality of the features described jects in the location using the selected character, and these interactions may depend on the selected character’s charac understood that other embodiments may be used and struc tural and functional modi?cations may be made. FIG. 1 illustrates an example of a suitable gaming system environment 100 on Which computer games, video games, and or other electronic games (collectively referred to herein 65 herein. Neither should the gaming system environment 100 be interpreted as having any dependency or requirement relat teristics (together With characteristics of the creatures/char ing to any one or combination of components illustrated in the acters/ obj ects being interacted With). illustrative operating gaming system environment 100. US 7,794,3 15 B2 4 3 Headset 142 may include a microphone for audio input and Aspects described herein are operational With numerous other general purpose or special purpose computing system environments or con?gurations. Examples of Well knoWn computing systems, environments, and/ or con?gurations that one or more speakers for audio output. Gaming system 100 is capable of playing, for example, games, music, and videos. With the different storage offer ings, titles can be played from the hard disk drive or the may be suitable for use include, but are not limited to, per sonal computers; server computers; portable and hand-held devices such as personal digital assistants (PDAs), tablet PCs portable medium 108 in drive 106, from an online source, or from a memory unit 140. For security, in some embodiments executable code can only be run from the portable medium or laptop PCs; multiprocessor systems; microprocessor 108. A sample of What gaming system 100 is capable of playing include game titles played from CD and DVD discs, based systems; set top boxes; programmable consumer elec tronics; netWork PCs; minicomputers; mainframe computers; electronic game consoles, distributed computing environ from the hard disk drive, or from an online source; digital ments that include any of the above systems or devices; and the like. music played from a CD in the portable media drive 106, from Aspects herein may be described in the general context of computer-executable instructions, such as program modules, being executed by a computer. Generally, program modules include routines, programs, objects, components, data struc tures, etc. that perform particular tasks or implement particu lar abstract data types. The features described herein may also be practiced in distributed computing environments Where tasks are performed by remote processing devices that are a ?le on the hard disk drive (e.g., WindoWs Media Audio (WMA) format), or from online streaming sources; and digi tal audio/video played from a DVD disc in the portable media drive 106, from a ?le on the hard disk drive (e.g., Active Streaming Format), or from online streaming sources. FIG. 2 shoWs functional components of the gaming system 100 in more detail. The game console 102 has a central 20 facilitates processor access to various types of memory, including a ?ash ROM (Read Only Memory) 204, a RAM (RandomAccess Memory) 206, a hard disk drive 208, and the portable media drive 106. The CPU 200 is equipped With a linked through a communications netWork. In a distributed computing environment, program modules may be located in both local and remote computer storage media including memory storage devices. FIG. 1 shoWs an exemplary gaming system 100. Gaming processing unit (CPU) 200 and a memory controller 202 that 25 level 1 cache 210 and a level 2 cache 212 to temporarily store data and hence reduce the number of memory access cycles, thereby improving processing speed and throughput. system 100 may include a game console 102 and multiple controllers, as represented by controllers 104(1) and 104(2). The CPU 200, memory controller 202, and various The game console 102 is equipped With an internal hard disk drive and a portable media drive 106 that supports various memory devices are interconnected via one or more buses, 30 forms of portable storage media as represented by optical storage disc 108. Examples of suitable portable storage media include DVD, CD-ROM, game discs, and so forth. Game console 102 has four slots 110 on its front face to support up to four controllers, although the number and arrangement of slots may be modi?ed. A poWer button 112 and an eject button 114 are also positioned on the front face of the game console 102. The poWer button 112 sWitches poWer to the game console and the eject button 114 alternately opens and closes a tray of the portable media drive 106 to alloW insertion and extraction of the storage disc 108. 35 bus architectures. By Way of example, such architectures can include an Industry Standard Architecture (ISA) bus, a Micro Channel Architecture (MCA) bus, an Enhanced ISA (EISA) bus, aVideo Electronics Standards Association (VESA) local bus, and a Peripheral Component Interconnects (PCI) bus also knoWn as a MeZZanine bus. As one suitable implementation, the CPU 200, memory controller 202, ROM 204, and RAM 206 are integrated onto 40 a common module 214. In this implementation, ROM 204 is con?gured as a ?ash ROM that is connected to the memory controller 202 and a ROM bus (not shoWn). RAM 206 is con?gured as multiple DDR SDRAM (Double Data Rate Game console 102 may connect to a television or other display (not shoWn) via A/V interfacing cables 120. A poWer cable 122 provides poWer to the game console. Game console 102 may further be con?gured With broadband netWork capa bilities, as represented by the cable or modern connector 124 including serial and parallel buses, a memory bus, a periph eral bus, and a processor or local bus using any of a variety of 45 Synchronous Dynamic RAM) that are independently con trolled by the memory controller 202 via separate buses (not shoWn). The hard disk drive 208 and portable media drive 1 06 to facilitate access to a netWork, such as the Internet. are connected to the memory controller via the PCI bus and an Each controller 104 may be coupled to the game console 102 via a Wire or Wireless interface. In the illustrated imple ATA (AT Attachmnent) bus 216. mentation, the controllers are USB (Universal Serial Bus) A 3D graphics processing unit 220 and a video encoder 222 50 compatible and are connected to the console 102 via USB cables 130. Controller 102 may be equipped With any of a Wide variety of user interaction mechanisms. As illustrated in FIG. 1, each controller 104 is equipped With tWo thumbsticks 132(1) and 132(2), a D-pad 134, buttons 136 (e.g., ‘A’, ‘B’, form a video processing pipeline for high speed and high resolution graphics processing. Data is carried from the graphics processing unit 220 to the video encoder 222 via a digital video bus (not shoWn). An audio processing unit 224 and an audio codec (coder/decoder) 226 form a correspond 55 ing audio processing pipeline With high ?delity and stereo merely representative, and other knoWn gaming mechanisms processing. Audio data is carried betWeen the audio process ing unit 224 and the audio codec 226 via a communication may be substituted for or added to those shoWn in FIG. 1. link (not shoWn). The video and audio processing pipelines ‘X’, ‘Y’), and tWo triggers 138. These mechanisms are A memory unit (MU) 140 may be inserted into the control ler 104 to provide additional and portable storage. Portable 60 output data to anA/V (audio/video) port 228 for transmission to the television or other display. In the illustrated implemen memory units enable users to store game parameters and user tation, the video and audio processing components 220-228 accounts, and port them for play on other consoles. In the are mounted on the module 214. Also implemented on the module 214 are a USB host described implementation, each controller is con?gured to headset 142 may be connected to the controller 104 or game controller 230 and a netWork interface 232. The USB host controller 230 is coupled to the CPU 200 and the memory controller 202 via a bus (e. g., PCI bus) and serves as host for console 102 to provide audio communication capabilities. the peripheral controllers 104(1)-104(4). The netWork inter accommodate tWo memory units 140, although more or less than tWo units may be employed in other implementations. A 65 US 7,794,3 15 B2 5 6 face 232 provides access to a network (e.g., Internet, home network, etc.) and may be any of a wide variety of various wire or wireless interface components including an Ethernet card, a modem, a Bluetooth module, a cable modem, and the like. The game console 102 has two dual controller support video ?les, and the like. The network gaming environment 300 may further involve a key distribution center 306 that plays a role in authenticating individual players and/or gam ing systems 100 to one another as well as online services 304. The distribution center 306 distributes keys and service tick ets to valid participants that may then be used to form games subassemblies 240(1) and 240(2), with each subassembly supporting two game controllers 104(1)-104(4). A front panel I/O subassembly 242 supports the functionality of the power amongst multiple players or to purchase services from the online services 304. The network gaming environment 300 introduces another button 112 and the eject button 114, as well as any LEDs (light emitting diodes) or other indicators exposed on the outer surface of the game console. The subassemblies 240(1), 240 memory source available to individual gaming systems 1004online storage. In addition to the portable storage medium 108, the hard disk drive 208, and the memory unit(s) 140, the gaming system 100(1) can also access data ?les (2), and 242 are coupled to the module 214 via one or more cable assemblies 244. Eight memory units 140(1)-140(8) are illustrated as being connectable to the four controllers 104(1)-104(4), i.e., two memory units for each controller. Each memory unit 140 offers additional storage on which games, game parameters, and other data may be stored. When inserted into a controller, the memory unit 140 can be accessed by the memory control ler 202. A system power supply module 250 provides power to the components of the gaming system 100. A fan 252 cools the circuitry within the game console 102. The game console 102 implements a uniform media portal available at remote storage locations via the network 302, as exempli?ed by remote storage 308 at online service 304(s). FIG. 4 is a block diagram of another illustrative online gaming environment 400, eg XBOX® LIVE by Microsoft Corporation of Redmond, Wash. Multiple game consoles 402 (1), 402(2), . . . , 402(n) are coupled to a security gateway 404 20 via a network 406. Each game console 402 can be, for example, a game console 102 of FIG. 1 or FIG. 2. Network 406 represents any one or more of a variety of conventional data communications networks. Network 406 will typically include packet switched networks, but may also include cir 25 cuit switched networks. Network 406 can include wire and/or model that provides a consistent user interface and navigation wireless portions. In one exemplary implementation, network hierarchy to move users through various entertainment areas. The portal model offers a convenient way to access content more local area networks (LANs) and/ or wide area networks 406 includes the Internet and may optionally include one or from multiple different media typesigame data, audio data, and video datairegardless of the media type inserted into the portable media drive 106. To implement the uniform media portal model, a console user interface (UI) application 260 is stored on the hard disk drive 208. When the game console is powered on, various portions of the console application 260 are loaded into RAM 206 and/or caches 210, 212 and executed on the CPU 200. The console application 260 presents a graphical user inter face that provides a consistent user experience when navigat ing to different media types available on the game console. The gaming system 100 may be operated as a standalone system by simply connecting the system to a television or 30 (WANs). At least a part of network 406 is a public network, which refers to a network that is publicly-accessible. Virtually anyone can access the public network. In some situations, network 406 includes a LAN (e.g., a home network), with a routing device situated between game 35 console 402 and security gateway 404. This routing device may perform network address translation (NAT), allowing the multiple devices on the LAN to share the same IP address on the Internet, and also operating as a ?rewall to protect the device(s) on the LAN from access by malicious or mischie vous users via the Internet. 40 Security gateway 404 operates as a gateway between pub lic network 406 and a private network 408. Private network 408 can be any of a wide variety of conventional networks, other display. In this standalone mode, the gaming system 100 allows one or more players to play games, watch movies, or such as a local area network. Private network 408, as well as listen to music. However, with the integration of broadband connectivity made available through the network interface 232, the gaming system 100 may further be operated as a participant in a larger network gaming community. This net work gaming environment is described next. FIG. 3 shows an exemplary network gaming environment other devices discussed in more detail below, is within a data 45 center 410 that operates as a secure Zone. Data center 410 is made up of trusted devices communicating via trusted com munications. Thus, encryption and authentication within secure Zone 410 is not necessary. The private nature of net 300 that interconnects multiple gaming systems 100(1), . . . , 50 100(g) via a network 302. The network 302 represents any of a wide variety of data communications networks. It may work 408 refers to the restricted accessibility of network 408iaccess to network 408 is restricted to only certain indi viduals (e. g., restricted by the owner or operator of data center 410). include public portions (e.g., the Internet) as well as private Security gateway 404 is a cluster of one or more security portions (e.g., a residential Local Area Network (LAN)), as well as combinations of public and private portions. Network gateway computing devices. These security gateway comput ing devices collectively implement security gateway 404. 55 302 may be implemented using any one or more of a wide Security gateway 404 may optionally include one or more variety of conventional communications media including conventional load balancing devices that operate to direct both wired and wireless media. Any of a wide variety of communications protocols can be used to communicate data requests to be handled by the security gateway computing via network 302, including both public and proprietary pro tocols. Examples of such protocols include TCP/IP, IPX/ SPX, NetBEUI, etc. 60 computing devices approximately equally (or alternatively in accordance with some other criteria). In addition to gaming systems 100, one or more online services 304(1), . . . , 304(s) may be accessible via the network 302 to provide various services for the participants, such as hosting online games, serving downloadable music or video ?les, hosting gaming competitions, serving streaming audio/ devices to appropriate ones of those computing devices. This directing or load balancing is performed in a manner that attempts to balance the load on the various security gateway 65 Also within data center 410 are: one or more monitoring servers 412; one or more presence and noti?cation front doors 414, one or more presence servers 416, one or more noti?ca tion servers 418, and a pro?le store 428 (collectively imple US 7,794,315 B2 7 8 menting a presence and noti?cation service or system 430); Similarly, When a service device in data center 410 desires to communicate data to a game console 402, the data center one or more match front doors 420 and one or more match servers 422 (collectively implementing a match service); and sends a message to security gateWay 404, via private netWork one or more statistics front doors 424 and one or more statis 408, including the data content to be sent to the game console tics servers 426 (collectively implementing a statistics ser 402 as Well as an indication of the particular game console vice). The servers 416, 418, 422, and 426 provide services to game consoles 402, and thus can be referred to as service 402 to Which the data content is to be sent. Security gateWay 404 embeds the data content into a data packet, and then devices. Other service devices may also be included in addi tion to, and/or in place of, one or more ofthe servers 416, 418, encrypts the data packet so it can only be decrypted by the particular game console 402 and also authenticates the data 422, and 426. Additionally, although only one data center is shoWn in FIG. 4, alternatively multiple data centers may exist packet as being from the security gateWay 404. Although discussed herein as primarily communicating encrypted data packets betWeen security gateWay 404 and a game console 402, alternatively some data packets may be partially encrypted (some portions of the data packets are encrypted While other portions are not encrypted). Which With Which game consoles 402 can communicate. These data centers may operate independently, or alternatively may oper ate collectively (e.g., to make one large data center available to game consoles 102,402). Game consoles 402 are situated remotely from data center portions of the data packets are encrypted and Which are not 410, and access data center 410 via netWork 406. A game can vary based on the desires of the designers of data center console 402 desiring to communicate With one or more 410 and/or game consoles 402. For example, the designers devices in the data center logs in to the data center and may choose to alloW voice data to be communicated among establishes a secure communication channel betWeen the 20 consoles 402 so that users of the consoles 402 can talk to one console 402 and security gateWay 404. Game console 402 and security gateWay 404 encrypt and authenticate data packets being passed back and forth, thereby alloWing the data pack ets to be securely transmitted betWeen them Without being understood by any other device that may capture or copy the 25 data packets Without breaking the encryption. Each data packet communicated from game console 402 to security gateWay 404, or from security gateWay 404 to game console 402 can have data embedded therein. This embedded data is referred to as the content or data content of the packet. Addi anotherithe designers may further choose to alloW the voice data to be unencrypted While any other data in the packets is encrypted. Additionally, in another alternative, some data packets may have no portions that are encrypted (that is, the entire data packet is unencrypted). It should be noted that, even if a data packet is unencrypted or only partially encrypted, all of the data packet can still be authenticated. Each security gateWay device in security gateWay 404 is responsible for the secure communication channel With typi 30 tional information may also be inherently included in the packet based on the packet type (e.g., a heartbeat packet). cally one or more game consoles 402, and thus each security gateWay device can be vieWed as being responsible for man aging or handling one or more game consoles. The various The secure communication channel betWeen a console 402 security gateWay devices may be in communication With each and security gateWay 404 is based on a security ticket. Con sole 402 authenticates itself and the current user(s) of console 402 to a key distribution center 428 and obtains, from key distribution center 428, a security ticket. Console 402 then other and communicate messages to one another. For 35 aging may send a message to all the other security gateWay devices With the data to be sent to that game console. This uses this security ticket to establish the secure communica tion channel With security gateWay 404. In establishing the secure communication channel With security gateWay 404, the game console 402 and security gateWay 404 authenticate example, a security gateWay device that needs to send a data packet to a game console that it is not responsible for man 40 themselves to one another and establish a session security key that is knoWn only to that particular game console 402 and the security gateWay 404. This session security key is used to encrypt data transferred betWeen the game console 402 and the security gateWay cluster 404, so no other devices (includ ing other game consoles 402) can read the data. The session security key is also used to authenticate a data packet as being from the security gateWay 404 or game console 402 that the 45 data packet alleges to be from. Thus, using such session 50 message is received by the security gateWay device that is responsible for managing that game console and sends the appropriate data to that game console. Alternatively, the secu rity gateWay devices may be aWare of Which game consoles are being handled by Which security gateWay devices - this may be explicit, such as each security gateWay device main taining a table of game consoles handled by the other security gateWay devices, or alternatively implicit, such as determin ing Which security gateWay device is responsible for a par ticular game console based on an identi?er of the game con sole. security keys, secure communication channels can be estab Monitoring server(s) 412 operate to inform devices in data center 410 of an unavailable game console 402 or an unavail lishedbetWeen the security gateWay 404 and the various game able security gateWay device of security gateWay 404. Game consoles 402. Once the secure communication channel is established betWeen a game console 402 and the security gateWay 404, consoles 402 canbecome unavailable for a variety of different reasons, such as a hardWare or softWare failure, the console 55 being poWered-doWn Without logging out of data center 410, encrypted data packets can be securely transmitted betWeen the netWork connection cable to console 402 being discon the tWo. When the game console 402 desires to send data to a nected from console 402, other netWork problems (e.g., the particular service device in data center 410, the game console 402 encrypts the data and sends it to security gateWay 404 requesting that it be forWarded to the particular service device LAN that the console 402 is on malfunctioning), etc. Simi larly, a security gateWay device of security gateWay 404 can 60 (s) targeted by the data packet. Security gateWay 404 receives the data packet and, after authenticating and decrypting the data packet, encapsulates the data content of the packet into hardWare or softWare failure, the device being poWered doWn, the netWork connection cable to the device being dis connected from the device, other netWork problems, etc. Each of the security gateWay devices in security gateWay another message to be sent to the appropriate service via private netWork 408. Security gateWay 404 determines the appropriate service for the message based on the requested service(s) targeted by the data packet. become unavailable for a variety of different reasons, such as 65 404 is monitored by one or more monitoring servers 412, Which detect When one of the security gateWay devices becomes unavailable. In the event a security gateWay device US 7,794,3 15 B2 10 Thus, it can be seen that security gateWay 404 operates to becomes unavailable, monitoring server 412 sends a message to each of the other devices in data center 410 (servers, front shield devices in the secure Zone of data center 410 from the doors, etc.) that the security gateway device is no longer untrusted, public netWork 406. Communications Within the available. Each of the other devices can operate based on this information as it sees ?t (e.g., it may assume that particular secure Zone of data center 410 need not be encrypted, as all devices Within data center 410 are trusted. HoWever, any information to be communicated from a device Within data center 410 to a game console 402 passes through security gateWay cluster 404, Where it is encrypted in such a manner game consoles being managed by the security gateWay device are no longer in communication With data center 410 and perform various clean-up operations accordingly). Alterna tively, only certain devices may receive such a message from the monitoring server 412 (e.g., only those devices that are concerned With Whether security gateWay devices are avail that it can be decrypted by only the game console 402 targeted by the information. able). computer-executable instructions (i.e., softWare) stored in One or more features described herein may be embodied in RAM memory 206, non-volatile memory 108, 208, 308, or Security gateWay 404 monitors the individual game con soles 402 and detects When one of the game consoles 402 becomes unavailable. When security gateWay 404 detects that a game console is no longer available, security gateWay 404 sends a message to monitoring server 412 identifying the unavailable game console. In response, monitoring server any other resident memory on game console 102. Generally, softWare modules include routines, programs, objects, com ponents, data structures, etc. that perform particular tasks or implement particular abstract data types When executed by a processor in a computer or other device. The computer executable instructions may be stored on a computer readable 412 sends a message to each of the other devices in data center medium such as one or more hard disks 208, removable 410 (or alternatively only selected devices) that the game storage media 108 (e.g., CD-ROM, DVD, disk, etc.), solid console is no longer available. Each of the other devices can state memory, RAM 206, etc.As Will be appreciated by one of skill in the art, the functionality of the softWare modules may then operate based on this information as it sees ?t. Presence server(s) 416 hold and process data concerning be combined or distributed as desired in various embodi the status or presence of a given user logged in to data center ments. In addition, the functionality may be embodied in 410 for online gaming. Noti?cation server(s) 418 maintains multiple noti?cation queues of outgoing messages destined Whole or in part in ?rmWare or hardWare equivalents such as application speci?c integrated circuits (ASIC), ?eld pro for a player logged in to data center 410. Presence and noti grammable gate arrays (FPGA), and the like. ?cation front door 414 is one or more server devices that operate as an intermediary betWeen security gateWay 404 and servers 416 and 418. One or more load balancing devices (not Aspects herein are not limited to console computing envi 30 shoWn) may be included in presence and noti?cation front door 414 to balance the load among the multiple server ronment 500 on Which the features described herein may be devices operating as front door 414. Security gateWay 404 communicates messages for servers 416 and 418 to the front door 414, and the front door 414 identi?es Which particular implemented. The computing system environment 500 is 35 functionality of the features described herein. Neither should the computing environment 500 be interpreted as having any communicated to. By using front door 414, the actual imple mentation of servers 416 and 418, such as Which servers are dependency or requirement relating to any one or combina responsible for managing data regarding Which users, is abstracted from security gateWay 404. Security gateWay 404 tion of components illustrated in the exemplary operating environment 500. The features herein are operational With numerous other can simply forWard messages that target the presence and noti?cation service to presence and noti?cation front door general purpose or special purpose computing system envi 414 and rely on front door 414 to route the messages to the ronments or con?gurations. Examples of Well knoWn com 45 devices, multiprocessor systems, microprocessor-based sys 50 characteristics can then be used as a basis to match up differ includes one or more server devices (and optionally a load 55 422 from security gateWay 404 in a manner analogous to front door 414 abstracting server(s) 416 and server(s) 418. Statistics server(s) 426 hold and process data concerning various statistics for online games. The speci?c statistics used can vary based on the game designer’s desires (e.g., the top tems, set top boxes, programmable consumer electronics, netWork PCs, minicomputers, mainframe computers, distrib uted computing environments that include any of the above systems or devices, and the like. The features herein may be described in the general context of computer-executable instructions, such as program mod ent online users to play games together. Match front door 420 balancing device(s)) and operates to abstract match server(s) puting systems, environments, and/or con?gurations that may be suitable for use include, but are not limited to, per sonal computers, server computers, hand-held or laptop matching of online players to one another. An online user is able to advertise a game available for play along With various characteristics of the game (e.g., the location Where a football game Will be played, Whether a game is to be played during the day or at night, the user’s skill level, etc.). These various only one example of a suitable computing environment and is not intended to suggest any limitation as to the scope of use or server 416 or particular server 418 the message is to be appropriate one of server(s) 416 and server(s) 418. Match server(s) 422 hold and process data concerning the ronments. Indeed, these aspects may also be implemented in video games that operate on personal computers (PC). FIG. 5 illustrates an example of a suitable computing system envi ules, being executed by a computer. Generally, program mod ules include routines, programs, objects, components, data structures, etc., that perform particular tasks or implement particular abstract data types. The features may also be prac ticed in distributed computing environments Where tasks are 60 performed by remote processing devices that are linked ten scores or times, a World ranking for all online players of through a communications netWork. In a distributed comput the game, a list of users Who have found the most items or ing environment, program modules may be located in both local and remote computer storage media including memory storage devices. With reference to FIG. 5, an exemplary system for imple menting the features described herein includes a general pur pose computing device in the form of a computer 510. Com spent the most time playing, etc.). Statistics front door 426 includes one or more server devices (and optionally a load balancing device(s)) and operates to abstract statistics server (s) 426 from security gateWay 404 in a manner analogous to front door 414 abstracting server(s) 416 and server(s) 418. 65 US 7,794,3 15 B2 11 12 ponents of computer 510 may include, but are not limited to, a processing unit 520, a system memory 530, and a system to, magnetic tape cassettes, ?ash memory cards, digital ver satile disks, digital video tape, solid state RAM, solid state ROM, and the like. The hard disk drive 541 is typically bus 521 that couples various system components including the system memory to the processing unit 520. The system bus 521 may be any of several types of bus structures includ ing a memory bus or memory controller, a peripheral bus, and a local bus using any of a variety of bus architectures. By Way connected to the system bus 521 through a non-removable memory interface such as interface 540, and magnetic disk drive 551 and optical disk drive 555 are typically connected to the system bus 521 by a removable memory interface, such as interface 550. The drives and their associated computer storage media discussed above and illustrated in FIG. 5, provide storage of of example, and not limitation, such architectures include Industry Standard Architecture (ISA) bus, Micro Channel Architecture (MCA) bus, Enhanced ISA (EISA) bus, Video Electronics Standards Association (VESA) local bus, and computer readable instructions, data structures, program Peripheral Component Interconnect (PCI) bus also knoWn as modules and other data for the computer 510. In FIG. 5, for example, hard disk drive 541 is illustrated as storing operating MeZZanine bus. Computer 510 typically includes a variety of computer system 544, application programs 545, other program mod readable media. Computer readable media can be any avail able media that can be accessed by computer 51 0 and includes both volatile and nonvolatile media, removable and non-re movable media. By Way of example, and not limitation, com ules 546, and program data 547. Note that these components puter readable media may comprise computer storage media and communication media. Computer storage media includes can either be the same as or different from operating system 534, application programs 535, other program modules 536, and program data 537. Operating system 544, application programs 545, other program modules 546, and program data 20 both volatile and nonvolatile, and removable and non-remov able media implemented in any method or technology for storage of information such as computer readable instruc tions, data structures, program modules or other data. Com puter storage media includes, but is not limited to, RAM, ROM, EEPROM, ?ash memory or other memory technology, CD-ROM, digital versatile disks (DVD) or other optical disk mands and information into the computer through input devices such as a keyboard 562 and pointing device 561, commonly referred to as a mouse, trackball or touch pad. 25 storage, magnetic cassettes, magnetic tape, magnetic disk 30 the desired information and Which can accessed by computer bus structures, such as a parallel port, game port or a universal serial bus (USB). A monitor 591 or other type of display device is also connected to the system bus 521 via an inter face, such as a video interface 590. In addition to the monitor, 510. Communication media typically embodies computer readable instructions, data structures, program modules or computers may also include other peripheral output devices other data in a modulated data signal such as a carrier Wave or other transport mechanism and includes any information delivery media. The term “modulated data signal” means a Other input devices (not shoWn) may include a microphone, joystick, game pad, satellite dish, scanner, or the like. These and other input devices are often connected to the processing unit 520 through a user input interface 560 that is coupled to the system bus, but may be connected by other interface and storage or other magnetic storage devices (in the singular or the plural), or any other medium Which can be used to store 547 are given different numbers here to illustrate that, at a minimum, they are different copies. A user may enter com 35 such as speakers 597 and printer 596, Which may be con nected through an output peripheral interface 595. The computer 510 may operate in a netWorked environ signal that has one or more of its characteristics set or changed in such a manner as to encode information in the signal. By ment using logical connections to one or more remote com Way of example, and not limitation, communication media puters, such as a remote computer 580. The remote computer includes Wired media such as a Wired netWork or direct-Wired 40 580 may be a personal computer, a server, a router, a netWork connection, and Wireless media such as acoustic, RF, infrared and other Wireless media. Combinations of the any of the above should also be included Within the scope of computer readable media. The system memory 530 includes computer storage media PC, a peer device or other common netWork node, and typi cally includes many or all of the elements described above relative to the computer 510, although only a memory storage 45 in the form of volatile and/or nonvolatile memory such as read only memory (ROM) 531 and random access memory (RAM) 532. A basic input/output system 533 (BIOS), con taining the basic routines that help to transfer information betWeen elements Within computer 510, such as during start up, is typically stored in ROM 531. RAM 532 typically con commonplace in o?ices, enterprise-Wide computer netWorks, 50 tains data and/ or program modules that are immediately accessible to and/ or presently being operated on by process ing unit 520. By Way of example, and not limitation, FIG. 5 illustrates operating system 534, application programs 535, 572 or other means for establishing communications over the WAN 573, such as the Internet. The modem 572, Which may be internal or external, may be connected to the system bus 521 via the user input interface 560, or other appropriate mechanism. In a netWorked environment, program modules 60 may be stored in the remote memory storage device. By Way of example, and not limitation, FIG. 5 illustrates remote application programs 585 as residing on memory device 581. It Will be appreciated that the netWork connections shoWn are exemplary and other means of establishing a communications link betWeen the computers may be used. removable, volatile/nonvolatile computer storage media. By depicted relative to the computer 510, or portions thereof, optical disk drive 555 that reads from or Writes to a remov able, nonvolatile optical disk 556 such as a CD ROM or other optical media. Other removable/non-removable, volatile/ nonvolatile computer storage media that can be used in the exemplary operating environment include, but are not limited intranets and the Internet. When used in a LAN netWorking environment, the com puter 510 is connected to the LAN 571 through a netWork interface or adapter 570. When used in a WAN netWorking environment, the computer 510 typically includes a modem 55 other program modules 536, and program data 537. The computer 510 may also include other removable/non Way of example only, FIG. 5 illustrates a hard disk drive 541 that reads from or Writes to non-removable, nonvolatile mag netic media, a magnetic disk drive 551 that reads from or Writes to a removable, nonvolatile magnetic disk 552, and an device 581 has been illustrated in FIG. 5. The logical connec tions depicted in FIG. 5 include a local area netWork (LAN) 571 and a Wide area netWork (WAN) 573, but may also include other netWorks. Such netWorking environments are 65 FIG. 6 illustrates an example map scene for a video game, such as an RPG. In the map scene 601, an icon 602 represent US 7,794,315 B2 14 13 ing the player’s character may be displayed. The icon 602 When the character 602 enters the location, such as toWn may represent an individual character in the game’s story, or it may represent a plurality of characters that form a party. The indicia 602 may be controlled by the player to move about the scene 601 and interact With various elements in the game environment. For example, the map scene 601 may include a 604, the player may be given the option of selecting a char acter from the party to control. For example, the player may be presented With a list of the available characters, and the player may choose one to control While in the toWn. While in the location or toWn, the player may be given the option of dynamically sWitching control to one of the other characters in the party. For example, the system may store a character data structure 807 listing the party characters, and by pres sing a predetermined button on controller 104, the player may plurality of icons representing various locations in the game’ s World, such as an icon 603 representing a ?rst toWn, a second icon 604 representing a second toWn, a third icon 605 repre senting a forest, and a fourth icon 606 representing a forti? cation. Any number of icons may be shoWn on the map scene sWitch control to the next character in the list. SWitching control betWeen characters may alloW the player 601, depending on the story’s content. to experience a given event from a different point of vieW. For example, if the player is using a ?rst character and encounters an obstacle, the player can sWitch control to another character to help in the situation. FIGS. 9a-d illustrate an example sequence of screens in Which this occurs. First, in FIG. 9a, the player’s character 901 may encounter an enemy security The character 602 may be moved about the map scene 601 under the player’s control. For example, by pressing direc tional buttons on controller 104, the character 602 may move in a corresponding direction in the scene 601, and may approach one or more locations (e. g., icons 603-606) to enter the location. Upon entering a location, such as toWn 604, the RPG may change scenes to display a location scene 700, as shoWn in FIG. 7. The location scene 700 may shoW a closer, more guard 902 that the character 901 cannot pass. By sWitching 20 control to a second character 903, the player can bring the second character 903 into the scene to distract the guard 902, as shoWn in FIG. 9b. The player may direct the second char acter 903 to lure the guard 902 aWay from his post, as shoWn 25 may then sWitch control back to the ?rst character 901 to detailed, vieW of toWn 604, and may include icons 702-704 representing areas Within toWn 604 With Which the player’s characters may interact. As noted above, the player’s party may comprise a plurality of individual characters, and upon entering a location, the party may disperse. As shoWn in FIG. 7, a plurality of icons 701a-d may be displayed, correspond ing to the various characters in the player’s party, and the various characters may be shoWn to be dispersing to various areas Within toWn 604 by, for example, animation, fading, etc. The dispersal may be based on attributes of the individual characters. For example, a character Who is a drunkard might automatically move toWards the toWn pub or bar. A religious character 7010 might go to the toWn’s temple 703. The vari ous preferences and inclinations of the characters may be in FIG. 90. With the guard 902 aWay from his post, the player proceed past, unhindered by the guard 902. In the example shoWn in FIGS. 9a-d, the scene continued to move forWard in time after the player sWitched characters. 30 and replay a scene that had previously occurred. For example, 35 stored as data structures in the game device’s memory, such as 40 attempt to change its outcome. 45 This may be accomplished by ?rst recording data identi fying the various actions taken by the ?rst character 901 and the guard 902 in the ?rst interaction attempt. Then, When the player sWitches to character 903, the system can load this recorded data to display the character 901 and guard 902 (801-804) for each of four characters in the player’s party. The records may store a character identi?cation 801a (e.g., a character name). The records may store character interest 8011) information, Which may identify particular interests of the character, such as types of objects, areas, creatures, per sonalities, etc. that may attract the character. The interest information may identify types of interest, as Well as a degree during the previous interaction, and the player (noW in control of second character 902) may move and interact With the of interest (e.g., Weak interest, strong interest, etc.). Similarly, the records may also store aversion information 8010, iden tifying aversions of the character, such as types of objects, 50 areas, creatures, personalities, etc. that the character does not 901, and then cause character 903 to run aWay. If the guard 55 902 proceeds to chase character 903, instead of continuing to arrest character 901, the player may then sWitch control back to player 901 and move that character on through the gate. FIG. 10 illustrates an example method in Which one or acter. The RPG may also store data structures 805, 806 identify ing attributes of the various elements in the location, such as previously-recorded scene. Of course, the recorded scene need not occur exactly as it occurred the ?rst time, and the character 901 and/or guard 902 may react to neW actions taken by the second character 903. For example, the second time through the interaction, the player may cause character 903 to bump into guard 902 as the guard is capturing character like, and may also identify a degree of aversion (e.g., Weak diversion, strong diversion, etc.). The records may also store appearance information 801d, identifying the physical appearance of the character (e.g., skin color, hair, eye, etc.), equipment information 801e identifying the equipment car ried by and/ or equipped by the character, and other informa tion 801f identifying any other desired attribute of the char had the player attempted to pass guard 902 using character 901, and been unsuccessful (e. g., the guard captures character 901 and places him under arrest), the player may be given the option to sWitch control to a different character 903 and travel backWards in time to Witness the ?rst character 901’s unsuc ces sful attempt, and to try and interfere With that unsuccessful RAM 206, disk drive 208, system memory 530, etc. The data structures may be in any form, and may contain the types of data shoWn in FIG. 8. For example, there may be a data record After sWitching characters, the ?rst character 901 may simply remain in position until the player sWitches back to control ling that character. Alternatively, When the player sWitches characters, the player may elect to travel backwards in time 60 areas of toWn. For example, a ?rst location 805 may corre more of the various features described herein may be imple mented. In step 1001, the player may control an icon 602 representing a party of characters, and move the icon through the map scene 601 to enter a toWn, such as toWn 604. In step spond to a temple 703, and the location data structure may 1002, the player may be given the option of choosing Which indicate this location type. By comparing the character character in the party the player Wishes to control While in the toWn. This may be done, for example, by displaying a list of attributes With the location attributes, the RPG may automati cally determine Which location or area a particular character Would like to visit upon entering a toWn. 65 available characters to the user and receiving a selection of one. US 7,794,315 B2 15 16 When the player has selected a character to control, the system may move to step 1003 and shoW the dispersal of the characters in the party. The characters that Were not selected different characters. The system may simply select a cutscene to be controlled by the player may be automatically directed prior interactions in a manner that permits alterations When the interactions are replayed. For example, the system may according to the controlled character’s identity. To alloW interactive replays of prior interactions, the system may store to the areas in toWn that are most suitable to the character’s preferences (e. g., the interests and aversions described above). Then, in step 1004, the player may control the store prede?ned behavior algorithms for the characters in the selected character and move about the toWn under the play perform as With the initial interaction. Then, When the inter action is replayed, the same commands may be supplied to the behavior algorithms, but if the player causes a second char acter to interrupt or alter those commands, the resulting scene, and may store commands to cause the characters to er’s control, interacting With various creatures/characters/ objects as desired by the player. During this interaction, the player Will be vieWing events from the point of vieW of the ?rst selected character. In step 1005 (Which may alternatively be done as part of behavior (and the interaction) Will change in response. step 1004), the various actions of the player and the selected character may be recorded in the system’s memory. This recording may store the commands, directions, and actions of the player’s controlled character and of the various creatures/ characters/objects that the player interacted With. In step 1006, the system may check to see if the player has computer softWare as executable instructions that can be executed on a computing device, such as a personal computer or video game console, to result in the display of the screens entered a command indicating that a change in character and The features described above are preferably encoded in shoWn in the ?gures. The executable instructions may be stored on a computer-readable medium, such as one or more computer disks, RAMs, CD-ROMs, DVDs, game cartridges, 20 etc. Also, although various features are described above, it is a reWind in time are desired. This may occur When, for not necessary to practice them all in the same embodiment. example, the player Wishes to replay a prior scene from a different character’s point of vieW. If the player Wishes to have such a change, the player may select the next character Instead, various combinations and subcombinations may be implemented as desired, and the true scope of the present invention should only be limited by the claims that folloW. Although the subject matter has been described in lan guage speci?c to structural features and/or methodological acts, it is to be understood that the subject matter de?ned in the appended claims is not necessarily limited to the speci?c features or acts described above. Rather, the speci?c features in step 1007. In step 1008, the system may load the previ ously-recorded data for the player’ s prior interaction (e.g., the character 901’s unsuccessful attempt to get past guard 902, described above). With the prior interaction loaded, the pro cess may move to step 1009, in Which the player has the opportunity to replay the prior scene from a different charac 25 30 ter’s point of vieW. For example, during this replaying of the scene, the player may control the different character and implementing the claims. We claim the following: attempt to interrupt or alter the prior scene (e.g., the distrac 1. One or more computer-readable media storing com puter-executable instructions for performing the folloWing tion of the guard 902 described above). The reWinding and replaying of a scene can occur multiple times. In step 1010, the system may check to see if the user 35 steps in a video game: displaying a map scene in a role-playing-game, including a single player-controlled icon, the single player-con Wishes to try the ’scene again from yet another character’s point of vieW. For example, the prior step 1009 may also include a recording of the prior scene, recording the initial attempt (e. g., from step 1004) as Well as the different charac and acts described above are disclosed as example forms of trolled icon representing a plurality of characters; receiving a user request to move the single player-con 40 trolled icon into a location on the map scene; ter’s attempt (e.g., from step 1009). If, in step 1010, the player in response to the single player-controlled icon entering the Wishes to sWitch to another character (e. g., the same character location on the map scene, displaying a closer vieW of the location on the map scene, the closer vieW including used in step 1004, or a completely different character), the system may return to step 1007 to retry the scene from a different character’s perspective. If, in step 1010, the player did not Wish to reWind time, the 45 accessing stored preference information for each of the plurality of characters; and automatically dispersing the plurality of characters to the system may check in step 1011 to determine Whether the player Wished to sWitch characters and continue the current time line, thereby continuing the scene from its current posi tion. If the player Wishes to make such a change, the process may return to step 1004 to continue the scene. If the player did not Wish to change characters, then the process may move to step 1012 to determine Whether the player is ?nished With the given scene. If the player is ?nished, the process ends. If the player is not ?nished, the process returns to step 1004 to a plurality of different areas in the location on the map scene; different areas in the location on the map scene, the 50 dispersal being based at least in part on the preference information; receiving a user identi?cation of a selected ?rst one of the 55 continue the scene. plurality of characters for control in at least one of the different areas; involving the ?rst character in a ?rst interaction in the at least one of the different areas; If, in step 1006, the player did not Wish to reWind time, the recording the ?rst interaction involving the ?rst character; process may move to step 1013 to check Whether the player Wishes to change characters and continue the scene. If the player Wished to continue, the process may return to step 1004 to do so. If the player did not, the process may move to receiving, folloWing the ?rst interaction, a user command to sWitch control to a second one of the plurality of 60 step 1012 to determine Whether the player is ?nished With the current scene, as described above. By alloWing players to sWitch betWeen characters, the RPG may provide for a more engaging experience. To facilitate this, the game softWare may include cutscene data to shoW a single interaction or event from the point of vieW of many characters and to reWind time to replay the ?rst interac tion from the second character’s point of vieW; and 65 receiving user commands to involve the second character in a second interaction, the user commands controlling the second character to alter a previous outcome of the ?rst interaction. 2. The media of claim 1, further comprising instructions for receiving another user request to replay the second interaction US 7,794,315 B2 17 18 using a third character, and replaying the second interaction in in response to the icon entering a predetermined area in the map scene, automatically dispersing said icon into a response to the another user request. 3. One or more computer-readable media storing com plurality of icons representing said characters. 9. The media of claim 8, Wherein said automatic dispersal is based on stored preference data for said characters. 10. The media of claim 8, Wherein said predetermined area puter-executable instructions for performing the following steps in a video game: displaying a scene having a ?rst player-controlled charac represents a toWn Within said game. ter and a computer-controlled character; in response to player commands, displaying an interaction betWeen the ?rst player-controlled character and the 11. A method comprising: displaying, via a display device, a scene having a ?rst player-controlled character and a com puter-controlled character; displaying an interaction betWeen the ?rst player-controlled character and the computer-con trolled character, and recording the interaction; in response to computer-controlled character, and recording said inter action; in response to a user command, sWitching player control to a second character; and a user command, sWitching player control to a second char acter; and replaying the interaction through a point of vieW of the second character; and altering a previous outcome of the replaying said interaction through the second character’s point of vieW, Wherein replaying said interaction further comprises instructions for altering a previous outcome interaction in response to actions of the second character. 12. The method of claim 11, further comprising recording of said recorded interaction in response to actions of the second character. 4. The media of claim 3, further comprising instructions for recording said replayed interaction having said altered out the replayed interaction having an altered outcome. 13. The method of claim 12, further comprising receiving 20 a second user command to change player control to a third character, and replaying the replayed interaction from a point come. of vieW of the third character. 5. The media of claim 4, further comprising instructions for 14. The method of claim 11, further comprising receiving receiving a user command to change player control to a third additional user commands to sWitch control back to the ?rst character, and replaying said replayed interaction from the third character’s point of vieW. 6. The media of claim 3, further comprising instructions for 25 icon representing a plurality of characters through a map receiving additional user commands to sWitch control back to the ?rst character after said step of replaying. 7. The media of claim 3, further comprising instructions for receiving additional user commands to sWitch player control to a third character after said step of replaying. 8. The media of claim 3, further comprising instructions for: moving an icon representing a plurality of characters through a map scene in response to user commands; and character after the replaying. 15. The method of claim 11, further comprising: moving an scene in response to user commands; and in response to the icon entering a predetermined area in the map scene, auto 30 matically dispersing the icon into a plurality of icons repre senting the plurality of characters. 16. The method of claim 15, Wherein automatic dispersal is based on stored preference data for the plurality of characters. 17. The method of claim 15, Wherein the predetermined 35 area represents a toWn Within a game. * * * * *